<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - geometry - cube</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="main.css">
	</head>
	<body>

		<script type="module">

			import * as THREE from '../build/three.module.js';

			let camera, scene, renderer;
			let mesh;			

			init();
			animate();

			function init() {

				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.z = 400;

				scene = new THREE.Scene();
				

				
				let geometry = new THREE.BufferGeometry();
				// create a simple square shape. We duplicate the top left and bottom right
				// vertices because each vertex needs to appear once per triangle.
				let vertices = new Float32Array( [
					-100.0, -100.0,  100.0,
	 				100.0, -100.0,  100.0,
	 				100.0,  100.0,  100.0,

					100.0,  100.0,  100.0,
					-100.0,  100.0,  100.0,
					-100.0, -100.0,  100.0
					] );

				let colors = new Float32Array( [
					1, 0,  0,
	 				0,1,  0,
	 				0,0,1,

					0,0,1,
					1,  1,  1,
					1, 0,  0
					] );


				// itemSize = 3 because there are 3 values (components) per vertex
				geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
				geometry.setAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
				const material = new THREE.MeshBasicMaterial( {  vertexColors: THREE.VertexColors ,side: THREE.DoubleSide
					} );
 				mesh = new THREE.Mesh( geometry, material );

				scene.add(mesh);

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				requestAnimationFrame( animate );

				//mesh.rotation.x += 0.005;
				mesh.rotation.y += 0.01;

				camera.lookAt( scene.position );

				renderer.render( scene, camera );

			}

		</script>

	</body>
</html>
